Just tested to copy the westernq3 beta2.2 version of Train into the SG_1.0, and it does the same little freeze every 2 second. Of course Train works perfectly in wq3 beta2.2, so the map is not to blame. And just for fun, I have copied the SG_1.0 version of Train into my wq3 beta2.2, and it run fine. In fact this little annoyance appears on ALL map, except that the effect is magnified on Train (BTW Train use a lot of moving things, so is more vulnerable than other map).I have tested Train on all version of the game I have.It works well on : wq3 beta2.2, the last SA version still named WesternQ3, the first SA version named Smokin' Guns.It works bad on : RC2, and SG_1.0

In addition, I have also tested to import SG like a mod in ioQ3, and good news, Train works well, those nasty little lag/freeze (that appear even in single player game) don't happened. So when the game will be backported to ioQ3, this bug will disappear.

that's not the only bug. i found out that sometimes at Santa Fe Express when i got shot in head i am not bleeding. there's some kind of metal coming out from my head. and i don't die. also if i shoot somebody in the head an error appears something about that the damage should be less but is bigger. and still nobody dies.

Clintstone wrote:* The game lags a little bitIt seems as if other (network) players don't move as smooth as they did playing the old version. For me, in first person view, the movement seems smooth. For others, it's jerking. I can say the same about the players I see during gameplay.

Pardner wrote:I noticed this too. I am on a very large shared network (state university) so I just dismissed it due to insufficient bandwidth. But after further testing, it does the same thing while playing single player. I am not getting a FPS hit, and it seems to come in very regular intervals. I am going to keep testing this, but has anyone else encountered this?

So Clintstone and I weren't imagining things! This bug happens to me on all maps. I have not even played Train for unmentioned reasons [cough]modem[/caugh]. I hope this gets sorted out regardless which direction this game goes.

I haven't been able to try out the standalone yet, but we had all kinds of problems on kitserve when bots were enabled: invisible player models (both bots and "real" people), server crashes, etc. This was on ioQuake3 Linux PowerPC build, with SG b2.2. Pretty sure it happened on all maps, but Santa Fe Express was the worst for it. When bots were all kicked, things were much more stable.

By the way, Joe Kari, any chance of a little "how-to" on importing SG-1.0 into ioQuake3 please, for those of us who aren't on x86? I'd really like to give the stand-alone a go, but it doesn't look like it'll be possible until the ioQ3 backport happens (not a complaint, the devs have done a lot of hard work which I appreciate, but sadly I'm using PowerPC for the server). It'd be nice to be able to check out the updated maps (if there are significant changes)...

Ah Tequila, you haven't understand what I have said about "trace" ! That's not related, that's another issue, sorry if I confuse you with that thing, sometime I speak a little off-topic :O)

Trace are requested by the mod-part of the game, so it is the same regardless of the engine. The too high number of trace is something that have always existed with that mod, and explain why it runs so slow compared to other Q3-based game. I have few ideas about how to cut it by 2 or 3, I will post that later (for example: stop calculating traces for gibs that lie on the ground, they would not be able to move anyway; and stop calculating a bullet trace if it can't deal damage anymore).

@ Pyrite:Sorry, I tested with ioQ3 only for checking performance issue. The game wasn't running the way it should cause the ground was like ice, my cowboys was sliping everywhere. Maybe Tequila can help you with that, all I have done was copying the mod directory into ioq3 and launch ioq3 with "fs_game smokinguns".

I've also tried building various revisions from hika's old repository, found in downloads/wq3 source/wquake3_full_svn.tar.gz on the private FTP.

I assume that the RC1 exe is rev. 1555 of hika's repository, but haven't tried to verify this. I've tested a few revisions, the oldest I tried was 1515. I still get lag in 1515. 1511 and 1510 wouldn't build.

Anyone remember if changes were made between sig11's 'w04' release and hika merging the engine code into his repo?